Virtus
22-06-20, 22:06
Hey runners,
Following on from part 1 of the weapon rebalance which focused only on raw damage numbers, this part will look at the behaviour and characteristics of weapons.
General Ideas
Weapon types have been tightened to feel more similar to other weapons within and more distinct to weapons within other types. Current stats between types can vary quite substantially to the point where some pistols have x2 range to others and 0.5 of the stamina use. Therefore now each type has been updated to have it's own "feel" which is different to others, but similar to other weapons within the same type.
Heavy: Medium / Long Range, high stamina use, slowest aim speed.
Range generally increased by an average of 9%
Stamina use generally increased by an average of 12%
Aiming speed generally improved by an average of 14%
Melee: Very close range, highest stamina use, fastest aim speed
Range changed to be the same across all weapons and reduced from sword range to knife range (max redux of 43%)
Stamina use generally increased by an average of 18%
Aiming speed generally reduced by an average of 24%
Pistol: Close Range, low stamina use, fast aim speed but slightly less dmg then rifle
Range generally reduced by an average of 3%
Stamina use generally reduced by an average of 12%
Aiming speed generally improved by an average of 8%
Rifle: Longest Range, moderate stamina use, slightly longer aim speed then pistol but slightly more dmg then pistol. Sniper Rifle projectile speed tripled.
Range generally increased by an average of 14%
Stamina use generally reduced by an average of 22%
Aiming speed generally nerfed by an average of 1%
Drones: Remote combat gives the body some safety (so long as not found) so damage is lowest from all weapons.
Kami drones damage increased, weight increased to 10 and health reduced by ~75%. Blowing up a kami before it reaches you is now a viable tactic.
Hacknet:
Hack-pool cost of attack software reduced by ~40% and now scales based on TL.
Low Tech VS High Tech:
Changes to dmg numbers make it so that a Low Tech only build is more viable then ever with no damage penalty (currently) between the Low Tech & High Tech - giving additional dex points which can be spent on more combat skill / agility / utility. However to incentivise High Tech still I have introduced other differences to still give High Tech a slight advantage for those points being spent:
- 10% Range on Low Tech
+ 10% Stamina use on Low Tech
+ 10% nerf to Aiming Speed on Low Tech
Final Note:
Some weapons may need individual extra tweaking which will mean they vary from their weapon type for the sake of decent usability. After these base changes are tested and settled any weapons needing further tweaking will be addressed.
Below shows changes:
Family
Change (Dmg Types)
Range: Change
Stamina Use: Change
Aim Speed: Change
Grenade Launcher
8%
-2%
-19%
Freezer Cannon
2%
-22%
-23%
Ionic Cannon Shotgun
-19%
-10%
-14%
Plasma Wave
5%
51%
-22%
Gatling Cannon
-7%
105%
-6%
Plasma Cannon
3%
-9%
-18%
Fusion Cannon
2%
-22%
-17%
Flamethrower
100%
144%
-26%
Rocket Launcher
-6%
22%
-6%
Raygun Cannon
1%
-11%
-13%
Laser Cannon
-1%
18%
-12%
Old World Rocket Launcher (Warhammer)
-1%
862%
-2%
Baseball Bat
-33%
-3%
25%
WoC-Claw
60%
3%
39%
Combat Knife
33%
3%
27%
Sword
-27%
-7%
30%
Stiletto
33%
0%
-16%
Junk Knife
33%
0%
-10%
Knuckles
100%
7%
36%
Tsurugaoka
-38%
-10%
35%
Electro Shocker
33%
-12%
25%
Claw
60%
3%
39%
Warbot Cutter
Switched to 60/40 Energy/Xray
-43%
-18%
28%
Laser Blade
Switched to 60/40 Fire/Energy
-43%
-18%
28%
Pistol (Wyatt Earp)
6%
-29%
18%
Submachinegun (Liberator)
11%
-20%
3%
Ionic Shotgun Pistol
-7%
-20%
-12%
Old World Automatic Pistol (SWAT)
11%
-34%
-3%
Plasma Pistol (Judge)
-6%
-20%
-17%
Crossbow Pistol
-3%
-24%
-17%
Automatic Pistol (Anarchist)
8%
7%
-17%
Freezer Pistol
20%
33%
-9%
Pulse Laser Pistol
-19%
18%
-14%
Laser Pistol
-36%
11%
-6%
Rocket Launcher Pistol
-6%
0%
-8%
Old World Pistol(Golden) (Freeman)
5%
-10%
-8%
Nailgun Pistol
3%
-24%
-13%
Raygun Pistol
-4%
-16%
-6%
Gatling Pistol
16%
-44%
-8%
Fusion Pistol
6%
-22%
-21%
Old World Pistol (BHG)
1%
-17%
-3%
Pumpgun (Terminator)
1%
-37%
-8%
Assault Rifle (Pain Easer)
17%
24%
-4%
Ionic Shotgun Rifle
1%
-43%
-1%
Raygun Rifle
26%
0%
-9%
Crossbow Rifle
0%
-26%
-7%
Freezer Rifle
24%
-29%
-7%
Old World Assault Rifle (West) (AK47)
11%
-17%
3%
Junk Rifle (Desperado)
10%
-40%
4%
Gatling Rifle
37%
-24%
5%
Fusion Rifle
3%
-49%
-3%
Compressed Plasma Rifle (Second Love)
15%
-43%
5%
Old World Assault Rifle (East) (Reaper)
16%
21%
15%
Laser Rifle
18%
-11%
-6%
Sniper Rifle
11%
-31%
2%
Plasma Rifle
15%
-17%
5%
Pulselaser Rifle
15%
0%
-15%
Old World Marksman Rifle (Ronin)
23%
-57%
6%
Laser Drone
-
-
-
Kamikaze Drone
-
-
-
Plasma Drone
-
-
-
Fusion Assault Drone
-
-
-
Fusion Cannon Drone
-
-
-
Rocket Drone
-
-
-
Ion Blaster Drone (Tech Angels)
-
-
-
Ion Blaster Drone (HEW)
-
-
-
Raygun Cannon Drone
-
-
-
Particlebeam Drone
-
-
-
Gatling Drone (AntiHeal)
-
-
Gatling Drone
-
-
-
Following on from part 1 of the weapon rebalance which focused only on raw damage numbers, this part will look at the behaviour and characteristics of weapons.
General Ideas
Weapon types have been tightened to feel more similar to other weapons within and more distinct to weapons within other types. Current stats between types can vary quite substantially to the point where some pistols have x2 range to others and 0.5 of the stamina use. Therefore now each type has been updated to have it's own "feel" which is different to others, but similar to other weapons within the same type.
Heavy: Medium / Long Range, high stamina use, slowest aim speed.
Range generally increased by an average of 9%
Stamina use generally increased by an average of 12%
Aiming speed generally improved by an average of 14%
Melee: Very close range, highest stamina use, fastest aim speed
Range changed to be the same across all weapons and reduced from sword range to knife range (max redux of 43%)
Stamina use generally increased by an average of 18%
Aiming speed generally reduced by an average of 24%
Pistol: Close Range, low stamina use, fast aim speed but slightly less dmg then rifle
Range generally reduced by an average of 3%
Stamina use generally reduced by an average of 12%
Aiming speed generally improved by an average of 8%
Rifle: Longest Range, moderate stamina use, slightly longer aim speed then pistol but slightly more dmg then pistol. Sniper Rifle projectile speed tripled.
Range generally increased by an average of 14%
Stamina use generally reduced by an average of 22%
Aiming speed generally nerfed by an average of 1%
Drones: Remote combat gives the body some safety (so long as not found) so damage is lowest from all weapons.
Kami drones damage increased, weight increased to 10 and health reduced by ~75%. Blowing up a kami before it reaches you is now a viable tactic.
Hacknet:
Hack-pool cost of attack software reduced by ~40% and now scales based on TL.
Low Tech VS High Tech:
Changes to dmg numbers make it so that a Low Tech only build is more viable then ever with no damage penalty (currently) between the Low Tech & High Tech - giving additional dex points which can be spent on more combat skill / agility / utility. However to incentivise High Tech still I have introduced other differences to still give High Tech a slight advantage for those points being spent:
- 10% Range on Low Tech
+ 10% Stamina use on Low Tech
+ 10% nerf to Aiming Speed on Low Tech
Final Note:
Some weapons may need individual extra tweaking which will mean they vary from their weapon type for the sake of decent usability. After these base changes are tested and settled any weapons needing further tweaking will be addressed.
Below shows changes:
Family
Change (Dmg Types)
Range: Change
Stamina Use: Change
Aim Speed: Change
Grenade Launcher
8%
-2%
-19%
Freezer Cannon
2%
-22%
-23%
Ionic Cannon Shotgun
-19%
-10%
-14%
Plasma Wave
5%
51%
-22%
Gatling Cannon
-7%
105%
-6%
Plasma Cannon
3%
-9%
-18%
Fusion Cannon
2%
-22%
-17%
Flamethrower
100%
144%
-26%
Rocket Launcher
-6%
22%
-6%
Raygun Cannon
1%
-11%
-13%
Laser Cannon
-1%
18%
-12%
Old World Rocket Launcher (Warhammer)
-1%
862%
-2%
Baseball Bat
-33%
-3%
25%
WoC-Claw
60%
3%
39%
Combat Knife
33%
3%
27%
Sword
-27%
-7%
30%
Stiletto
33%
0%
-16%
Junk Knife
33%
0%
-10%
Knuckles
100%
7%
36%
Tsurugaoka
-38%
-10%
35%
Electro Shocker
33%
-12%
25%
Claw
60%
3%
39%
Warbot Cutter
Switched to 60/40 Energy/Xray
-43%
-18%
28%
Laser Blade
Switched to 60/40 Fire/Energy
-43%
-18%
28%
Pistol (Wyatt Earp)
6%
-29%
18%
Submachinegun (Liberator)
11%
-20%
3%
Ionic Shotgun Pistol
-7%
-20%
-12%
Old World Automatic Pistol (SWAT)
11%
-34%
-3%
Plasma Pistol (Judge)
-6%
-20%
-17%
Crossbow Pistol
-3%
-24%
-17%
Automatic Pistol (Anarchist)
8%
7%
-17%
Freezer Pistol
20%
33%
-9%
Pulse Laser Pistol
-19%
18%
-14%
Laser Pistol
-36%
11%
-6%
Rocket Launcher Pistol
-6%
0%
-8%
Old World Pistol(Golden) (Freeman)
5%
-10%
-8%
Nailgun Pistol
3%
-24%
-13%
Raygun Pistol
-4%
-16%
-6%
Gatling Pistol
16%
-44%
-8%
Fusion Pistol
6%
-22%
-21%
Old World Pistol (BHG)
1%
-17%
-3%
Pumpgun (Terminator)
1%
-37%
-8%
Assault Rifle (Pain Easer)
17%
24%
-4%
Ionic Shotgun Rifle
1%
-43%
-1%
Raygun Rifle
26%
0%
-9%
Crossbow Rifle
0%
-26%
-7%
Freezer Rifle
24%
-29%
-7%
Old World Assault Rifle (West) (AK47)
11%
-17%
3%
Junk Rifle (Desperado)
10%
-40%
4%
Gatling Rifle
37%
-24%
5%
Fusion Rifle
3%
-49%
-3%
Compressed Plasma Rifle (Second Love)
15%
-43%
5%
Old World Assault Rifle (East) (Reaper)
16%
21%
15%
Laser Rifle
18%
-11%
-6%
Sniper Rifle
11%
-31%
2%
Plasma Rifle
15%
-17%
5%
Pulselaser Rifle
15%
0%
-15%
Old World Marksman Rifle (Ronin)
23%
-57%
6%
Laser Drone
-
-
-
Kamikaze Drone
-
-
-
Plasma Drone
-
-
-
Fusion Assault Drone
-
-
-
Fusion Cannon Drone
-
-
-
Rocket Drone
-
-
-
Ion Blaster Drone (Tech Angels)
-
-
-
Ion Blaster Drone (HEW)
-
-
-
Raygun Cannon Drone
-
-
-
Particlebeam Drone
-
-
-
Gatling Drone (AntiHeal)
-
-
Gatling Drone
-
-
-